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Posted
1 hour ago, foreveraloneguy said:

Not sure  if this is the same problems others are having, but I'm stuck with the only dialogue available being "Hey, stay for a moment...". No response from NPCs. I'm using player comments as well. Installed this before I knew about the incompatibility. Tried  disabling player comments but no change in behavior so I don't think that mod is grabbing the dialogue. I was able to talk to NPCs and followers for a time after this was installed. Anyway, I'm stuck if anyone has any ideas.

 

edit: doing a stop mod  brought back all the dialogue.

The headtracking and comments mod is said to messed up a lot of AAF mods btw, I'm using the one without comments and I have it off most of the time now.

Posted
12 hours ago, CowMonster762 said:

I think your bug is caused by incomplete removal of the mods or something, so the script is still probably there somehow...sorry I have no clue I'm not a modder hehe, you should use mod manager like NMM. And if you did maybe try reinstalling the mod?

 

I haven't updated to the latest one yet, I'm still at 1.42. And I don't know if I'm going to update to 1.44 since Jahem made a lot of changes from 1.42, and it works fine for me so far. There are a few minor bugs here and there but it's not that bad so...hmmmm....

 

Let me try the newest version, oh also, if you're going to reinstall it don't forget to reinstall the patches also

i don't think that is the case as i am using MO2. I am just going back to older version as it worked.

Posted
6 hours ago, CowMonster762 said:

The headtracking and comments mod is said to messed up a lot of AAF mods btw, I'm using the one without comments and I have it off most of the time now.

it can broke ANY quest, because just add alot of new scenes to everywhere. 

Posted

1.5
+ changes for flirt logic on speech challenges 
    When player received spech challenge "Should I use my sexuality?" string will appear in upper left screen corner. 
    But if player will not choose  speech challenge - flirt will not starts. 
    If player will chose speech challenge and will be successfull in this attempt "I'm trying to flirt with my interlocutor" string will appear in upper left screen corner.     
    If player will not choose any speech challange attempts during dialog, string "I did not flirt with interlocutor..." will appear in upper left screen corner. 
    If player had successful speech challenge, string "I'm flirting shameless..."  will appear in upper left screen corner and new scene starts, after dialogs ends
    Previous version had flirt attempt on each avaiable speech chalenge, even if player did not choose it.
    Player no more have flirt on failed speech challenges
    Quest's reward logic was not change 
+ some dialogs had changing to be more "literary". thanks to @CowMonster762. 
+ potentional "player comments and headtracking" conflicts fix 
    I have no source code for this mod, so i can't be sure for 100%, but i have no more problems with this mod in my game
    I checked v2.53 of this mod, but it still can broke vanilla quests (i having this bug every time i'm trying to use this mod), so i turning it off for my own
 

Posted
On 12/28/2019 at 5:59 AM, xyzxyz said:

I think the only ll mod I removed mid game is vanilla fudge  and that works fine after solving a problem with the nexus mod manager.  And usually after cleaning a save with falrim all mod remains should be gone for good. I made a new save to test this mod again but as I said earlier it worked on 2 of 3 NPCs, so maybe there is something more behind the problem.

But thanks for the lecture :)

I OWE YOU A BIG "I AM SORRY".....I had the same issue as you and did not realize it till now. I deleted Vanilla Fudge and started crashing trying to save my game. Even deleted any old VF scripts found in my game file and my saves were still busted..I had to go back and reload a save from before I downloaded VF to recover at least some of my gameplay. As to that never, ever delete mods mid gameplay. Mostly can be ignored. I have been doing it on a regular basis in a test game without any adverse effects. It usually depends on what type mod, how it is constructed, how intrusive it is into your game, etc. Just in the last weekend, deleted/added 12 mods, no issue till the VF one. Also good to note if a mod description has an escape clause which allows you a deletion fix..

Posted
23 hours ago, CowMonster762 said:

The headtracking and comments mod is said to messed up a lot of AAF mods btw, I'm using the one without comments and I have it off most of the time now.

I haven't been  seeing any real issues with it. And oddly, after stopping the mod, exiting the game, then starting up again, VF is working fine as is regular dialogue. Maybe something went wonky during the first initialization? I dunno...

Posted
3 hours ago, Plaguetard said:

Is this good to upgrade mid play-through? Anyone have any issues switching from 1.4.4 to 1.5 midgame?

i don't think it is good idea.  upgrading mod is always a risk. 1.4.4. is stable enough and 1.5 do not bring new ideas or stability, but have a lot of changes. i do not wrote in changelog, that new game is necessary, because upgrade  was always successful in my tests, but it's still risky. do it only if you really want .new flirt mechanism 

Posted
3 hours ago, Jahem_kinkaid said:

i don't think it is good idea.  upgrading mod is always a risk. 1.4.4. is stable enough and 1.5 do not bring new ideas or stability, but have a lot of changes. i do not wrote in changelog, that new game is necessary, because upgrade  was always successful in my tests, but it's still risky. do it only if you really want .new flirt mechanism 

Naw, I'll update on my next play-through. Thank you very much, that's why I was asking, and I appreciate the feedback.

Posted

1.5.1
If You are upgrading from previous version:
    load savegame
    use force update
    save game after all messages ends
    exit from Fallout 4
    launch Fallout 4 and load your savegame
+ code refactoring to stop using AAF events for more stability on heavy scripted mod packs 
    tested on very big mod pack and there was alot of problems with 1.5 version and below, but now it works just fine
+ changes for updating procedure (yes, again)
 

Posted

The mod works fine for some time, but then the following issue happens: whenever PC attempts to talk to anyone, PC character will instead say something like "Hey, come here for a moment", lightly clap hands and the dialogue won't start. It's on any NPC - making it practically impossible to interact with anybody. Stopping the mod fixes the issue immediately. However on the next game load the mod will be still active, after which it will properly work for some time ... after which the issue will appear again. Rinse and repeat.

 

Unfortunately I failed to find out what's the condition of this glitch to happen other than "it happens just after some time" which may be long or not.

Posted
8 hours ago, Dellecross said:

The mod works fine for some time, but then the following issue happens: whenever PC attempts to talk to anyone, PC character will instead say something like "Hey, come here for a moment", lightly clap hands and the dialogue won't start. It's on any NPC - making it practically impossible to interact with anybody. Stopping the mod fixes the issue immediately. However on the next game load the mod will be still active, after which it will properly work for some time ... after which the issue will appear again. Rinse and repeat.

 

Unfortunately I failed to find out what's the condition of this glitch to happen other than "it happens just after some time" which may be long or not.

i can't help. never got this issue. i need papyrus logs atleast

Posted

Anyone had NPCs travel all the way across the Commonwealth wanting to reward you with sex?

 

Is there a way to turn this off via MCM menu? I haven't had much experience with this mod and was quickly annoyed whenever I get interrupted during battles and quests. So I had this mod uninstalled and was forced to start a new game. I just took a look at the original mod meant for Fourplay and liked it a lot as I am a huge fan of Sexlab Solutions but I'm afraid of going through this again.

Posted
3 hours ago, WearableNine said:

Anyone had NPCs travel all the way across the Commonwealth wanting to reward you with sex?

 

Is there a way to turn this off via MCM menu? I haven't had much experience with this mod and was quickly annoyed whenever I get interrupted during battles and quests. So I had this mod uninstalled and was forced to start a new game. I just took a look at the original mod meant for Fourplay and liked it a lot as I am a huge fan of Sexlab Solutions but I'm afraid of going through this again.

there is a 30 secs timer to stop all quests after dialog ends. looks like you used old version

Posted
19 hours ago, Dellecross said:

The mod works fine for some time, but then the following issue happens: whenever PC attempts to talk to anyone, PC character will instead say something like "Hey, come here for a moment", lightly clap hands and the dialogue won't start. It's on any NPC - making it practically impossible to interact with anybody. Stopping the mod fixes the issue immediately. However on the next game load the mod will be still active, after which it will properly work for some time ... after which the issue will appear again. Rinse and repeat.

 

Unfortunately I failed to find out what's the condition of this glitch to happen other than "it happens just after some time" which may be long or not.

i tried to repeat it - escaped after first NPC phrase, when he want to reward player character. and found no problems - no stick at dialogs. if you will return to this NPC in 30 secs - it will continue dialog, but after 30 secs it's state will reset and nothing broke

Posted
10 hours ago, Jahem_kinkaid said:

i tried to repeat it - escaped after first NPC phrase, when he want to reward player character. and found no problems - no stick at dialogs. if you will return to this NPC in 30 secs - it will continue dialog, but after 30 secs it's state will reset and nothing broke

Yes, that I see (the corresponding message that it failed to start a dialogue) - and that seems to work well. Though I wouldn't discount it yet just in case.

 

What I was able to observe more after testing - that the issue consistently reappears if I always reject an NPC's "offer". After several times it starts to do what I described.

Posted
2 hours ago, Dellecross said:

Yes, that I see (the corresponding message that it failed to start a dialogue) - and that seems to work well. Though I wouldn't discount it yet just in case.

 

What I was able to observe more after testing - that the issue consistently reappears if I always reject an NPC's "offer". After several times it starts to do what I described.

i'll investigate it. at first look - there is all ok, bu i have idea how to improve this code, and it can help in certain situations. but i need time for testing

Posted

I made the mistake to try this mod again. After stopping all running quests I removed it and since then my game has a ctd whenever it tries to save the game. I cleaned the save with fallrim and myself but still ctds. I used the newest version.

I can disabled the esp with nmm without problems but unistalling it always causes CTDs.

Posted
4 hours ago, xyzxyz said:

I made the mistake to try this mod again. After stopping all running quests I removed it and since then my game has a ctd whenever it tries to save the game. I cleaned the save with fallrim and myself but still ctds. I used the newest version.

I can disabled the esp with nmm without problems but unistalling it always causes CTDs.

okey. but i never got this issue (and i stopped quests alot when test it). papyrus.log may help, if you send me it with your ctd

Posted

i have just load ten saves for my modpack and stopped VF via MCM menu, saved game and exited from f4 and disabled .esp. After game load - there is no problems with CTD and no log warnings

 

i have 127 .esp mods currently in my modpack and about 20 of them - it's aaf mods.

 

so looks like you are doing something wrong. may be you trying to stop mod with active mod scene?

 

PS there is also another way (fully safe and without saving/reloading) to stop mod: you need  to turn off all options in MCM menu.

 

Posted
22 hours ago, Jahem_kinkaid said:

okey. but i never got this issue (and i stopped quests alot when test it). papyrus.log may help, if you send me it with your ctd

Here it is. I hope it's usefull.  This is a test char so there could be some mod remnants listed.
The game is trying to install the mod every few minutes although the esp is disabled.

Papyrus.0.log

Posted
11 hours ago, xyzxyz said:

Here it is. I hope it's usefull.  This is a test char so there could be some mod remnants listed.
The game is trying to install the mod every few minutes although the esp is disabled.

Papyrus.0.log 484.46 kB · 0 downloads

very thanks for log.

 

log says that u trying to load save with removed Vanilla Fudge, while it's quests is still running in savefile. i have no idea why - will try to investigate stopping quests procedure. if you have any comments, that may help - i'll appreciate it. 

 

you need to to stop quests via MCM menu when your character is out of scenes. then make save, then exit from game, turn off mod's esp restart game, than load save a make a new one. and i recommend do not delete any mod files until you are successfully loaded from this save

 

another safe way to stop mod - turn off all things via MCM menu

 

PS. there is ALOT "missing files" for other mods (the same error as for Vanilla Fudge).. may be something going wrong with your save before? or you have removed alot of mods?

Posted
14 hours ago, Jahem_kinkaid said:

very thanks for log.

 

log says that u trying to load save with removed Vanilla Fudge, while it's quests is still running in savefile. i have no idea why - will try to investigate stopping quests procedure. if you have any comments, that may help - i'll appreciate it. 

 

you need to to stop quests via MCM menu when your character is out of scenes. then make save, then exit from game, turn off mod's esp restart game, than load save a make a new one. and i recommend do not delete any mod files until you are successfully loaded from this save

 

another safe way to stop mod - turn off all things via MCM menu

 

PS. there is ALOT "missing files" for other mods (the same error as for Vanilla Fudge).. may be something going wrong with your save before? or you have removed alot of mods?

I did remove the DD mods so like 4 mods or so. I didn't noticed any problems with that. Except Vanilla Fudge I have an almost stable game.  AAF is up to date but i have some troubles with older animation patches.  How can I get ride of the "Missing files" errors?  And your suggested solution didn't work. Same crash as befor.

The log is much shorter now. Not sure if it's usefull anymore.

Papyrus.0.log

Posted

I have 2 female chars with the crash problem and 1 clean male char without it. It's just weird. The second female char wasn't used for testing mods as the charI showed you the logs from.

At some point in my game history an Vanilla Fudge update must have caused havoc with my saves.

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